aad

What they mentoinned is just that the haircut of the player is fully editable ingame and some other stuff as well like the cars and stuff and like someone said before you can edit the skins of the player like in vice and gta3 but there is more you can even add your own tatoes with bmp files just like the skinds so thats cool so

DexX

cout << " i saw it, and posted a topic in the SA : PC chat; the topic died a quick death.

TBH, i dont think anyone should be talking about what R* will do for mod support, since no one really knows. In the last 2 games, they mentioned skin support, and we got it. Same for the replays, and mp3 stuff. So this time they claim they will give us the ability to "create their own world", and im taking that literally.

Delfi your a good example;

QUOTE

i seen it, probably just custom skins like in gta3 and vc..

now see thats funny, because for the last 2 games, it said custom skins. surely if thats all they were going to let us do this time, it would say that, as opposed to custom worlds. but it doesn't. and yet i've seen many people post just what you said, and i really dont get that at all

QUOTE

What they mentoinned is just that the haircut of the player is fully editable ingame and some other stuff as well like the cars and stuff and like someone said before you can edit the skins of the player like in vice and gta3 but there is more you can even add your own tatoes with bmp files just like the skinds so thats cool so

what do YOU know about it? dont make stuff up, or else post your sources. ";

steve-m

l'm picturing San Andreas machmima already and it's looking sweet, especially when you consider the modding tools. Yep, SA is going to be mod friendly.After the devs saw people make the unfinished Dodo fly and develop multiplayer game mods, they figured they owed the fans a slightly easier path to tweaking their favourite game. Considering the game already features races, BMX stunt parks, casinos, characters whose muscles scale with the amount they work out, clothes stores, hair cuts, tanks and missions that cover action sequences from everything from Ocean's Eleven to Steve McQueen's Bullet and even Terminator movies, the modding options are mind-boggling.

vALKYR

Same here, though I left after several problems. Couldn't be arsed anymore. I'll be entering the modding scene again with the release of SA. Let's see if I can still model and get it in the game correctly.

Pagnell

It would be great if Rockstar did provide some decent tools and editors for SA. Guess we'll have to wait and see... not long now!

[spam]Damnit! Delfi beat me. I was winning the oldest member compo till then, beating newbies like steve-m and Opius. Just noticed my exact 1 post a day average too, I'll be aiming to keep that high level of commitment up. [/spam]

steve-m

It would be great if Rockstar did provide some decent tools and editors for SA.

Not necessarily, we could code them ourselves, probably even better. But it would be cool if they'd at least release some proper documentations of file formats, flags and general engine behavior (and I'm not talking about licensed third-party components).

Luke

It would be great if Rockstar did provide some decent tools and editors for SA.

Not necessarily, we could code them ourselves, probably even better. But it would be cool if they'd at least release some proper documentations of file formats, flags and general engine behavior (and I'm not talking about licensed third-party components).

Agreed, half of the fun of modding is that half of the work in terms of developing editors has to be done by people within the community. It's not really a bad thing. Most of the file formats should be fairly simple, except for a few and the binary ones.

DexX

[spam]Damnit! Delfi beat me. I was winning the oldest member compo till then, beating newbies like steve-m and Opius. Just noticed my exact 1 post a day average too, I'll be aiming to keep that high level of commitment up. [/spam]

i have you beat by 6 days

@ everyone else, i would prefer to spend more time actually developing mods themselves, than the tools to do so. it would be so nice to say, im going to do <this> or <that> without having to worry about if its technically possible, or if a tool that does it exists. creating new character models is a good example of this. Technically possible by the game engine, but lacking in tools or knowledge for the longest time.Documentation is a step in the right direction, i just hope R* "support" means more than text-editable files, and skinnable players.One of the advantages many other modding communities have, is that ability to (almost) jump right into building and testing content ingame, without such worries and i envy that in other communitites. ";

jacob.

the FOV speed effect on PS2 makes you feel like you're going 10x faster then you really are, i like it. i can only imagine how the screen would look on a speedhacked vehicle though, probably blurred beyond recognition. sounds fun

something that interests me was this:

QUOTE

...after the devs saw people make the unfinished Dodo fly and develop multiplayer game mods, they figured they owed the fans....

if they are going to make something like multiplayer mods easier to do, surely they'll give us more support then text-files and skin-editing? and by documentation i seriously doubt they would mean a huge list of memory addresses. makes me wonder what type of "support" they're talking about.

JernejL

[spam]Damnit! Delfi beat me. I was winning the oldest member compo till then, beating newbies like steve-m and Opius. Just noticed my exact 1 post a day average too, I'll be aiming to keep that high level of commitment up. [/spam]

i have you beat by 6 days

i beat you all for one month so

i think with san andreas we have to make up with a sort of "standard" behavour on threating the files, i already have gtainterface.dll in a plan and it can do some nice stuff already, would any of you agree to rely on something like gtainterface.dll and use it in your tools? this dll would provide really easy interface to img, txd, dff and text formatted files, i don't like making WHOLE tools anymore, options on what you could do with the interface dll are endless, but it would provide stable and robust access to gta data without you worriying and coding your app's own parsing of text files and binary stuff - like i said it would be your choice, tell me what do you think about it.

illspirit

i think with san andreas we have to make up with a sort of "standard" behavour on threating the files, i already have gtainterface.dll in a plan and it can do some nice stuff already, would any of you agree to rely on something like gtainterface.dll and use it in your tools? this dll would provide really easy interface to img, txd, dff and text formatted files, i don't like making WHOLE tools anymore, options on what you could do with the interface dll are endless, but it would provide stable and robust access to gta data without you worriying and coding your app's own parsing of text files and binary stuff - like i said it would be your choice, tell me what do you think about it.

illspirit looks at join date

Pfft, n00b.

But, yea, that idea for a common mod tool dll is pure genius dude. I'm surprised nobody thought of it sooner.

Stretchnutter

i think with san andreas we have to make up with a sort of "standard" behavour on threating the files, i already have gtainterface.dll in a plan and it can do some nice stuff already, would any of you agree to rely on something like gtainterface.dll and use it in your tools? this dll would provide really easy interface to img, txd, dff and text formatted files, i don't like making WHOLE tools anymore, options on what you could do with the interface dll are endless, but it would provide stable and robust access to gta data without you worriying and coding your app's own parsing of text files and binary stuff - like i said it would be your choice, tell me what do you think about it.

i've always wanted to integrate a tool into ther windows shell.. you know like list all the files as if they were extracted, have drag,drop capability and ability to show as thumbnails.

but closest ive gotten to this is mimicking it with my own GUI (iRipper). bit of a pain and quite limited given im only using VB.

DexX

Rockstar claims the whole story snowballed from a magazine which happened to misquote them on the issue.

Uh, no? i dont know about anyone else, but ive quoted, verbatim, the words on THEIR OWN SITE as my main source of information. i guess "opportunity" is more ambiguous than i thought. but we've had the "opportunity" to mod gta since it came out. its not something to advertise if its EXACTLY THE SAME AS BEFORE when they WEREN"T advertising it. in fact, EVERY pc game gives you the "opportunity" to mod it if your dedicated enough.

QUOTE

In addition to this, Rockstar said that the data files are so similar to the ones of Vice City, that most VC editors will even work with San Andreas.

FFS, thats only because NOTEPAD DOESNT CHANGE!

i wouldnt be so miffed about this, if the words on their own site didnt imply something different. dicks.guess i can go back to working on my maxscripts, maybe they'll atleast explain some of the new file formats better.